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blazemonger

Alpha Tester
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Everything posted by blazemonger

  1. There is not enough information there to say anything really.. CPU? How much memory? Running from HDD, SSD, NVMe? Running at which resolution and how many monitors?
  2. I do not agree with a list that pretty much says "remove any sting from PVP without asking me to put in effort defending against it" The glass walls that are being put up in safezones which destroy you when you fly into them and if there are walls built in space on warp landing zones (also in safe zones currently) then yes, I agree that would/should fall under griefing and NQ should both reimburse the victim and ban the griefer, there is no question or argument from me on that. That said though, you fly with radar and you pay attention, that alone will take away a huge number of opportunities currently being offered to gankers. Yes, weapons need a balance pass and yes, NQ needs to look at how they will restrict options like flying L guns on an XS core but at the same time, the way forward here is to offer gameplay options to those who consider themselves non combattant. And that means countermeasures like jamming or radar lock breaking mechanics. NQ also needs to provide more details on why you were killed, with what and by whom. This is information that allow you to build experience, learn and get better. PVP is part of this game, you can't go around basically asking NQ to nerf PVP into the ground because you want to do your thing without having to worry and not put in any effort to counter a possible attack. That is just as spineless as building walls in space IMO..
  3. The solution is simple and should have been in game already as it would both add options, enhance gameplay AND resolves issues like this.. Power Management.. You want an L gun on an XS core? Sure, but you will need to bring heavy power systems which will cause your construct to be far less agile and fast than it would if you'd run XS weapons. It would also mean others components of the ship will not be able to run at full spec.. I really do not understand how NQ keeps saying that power management is really not a priority and would mostly be a buff.. It is the one mechanic that can be used to set up and "control" so much. To me it just seems like they do not _really_ understand basic game design in this respect.
  4. An item being available in game two weeks after beta launch is hardly "end game" .. not hat DU has an end game but anyway..
  5. Actually, the reasons why this may happen are well detailed here. Besides not yet being optimized ( because, you know.. just entered beta which is the period where such optimizations would actually start to happen) the voxel engine is mostly CPU bound and uses AVX instructions which are wel known to by themselves be a "drain" on CPU resources. The 9700K is an 8 core CPU and DU actually utilizes the resources it is given. Also, in the OP details a lot is missing.. What amount of RAM, how many screens and which resolution is he running. Also.. What are we comparing to here? just saying the game uses a lot of resources in itself is not a measure of anything, it is just an observation. Nothing wrong with an observation but also, no relevance beyond that, an observation. I run in 1440p on a 3700X/32GB 3200 RAM and 2080 and mostly see 65-75% resource use when DU is running which is on par with games like SC, MSFS and others.
  6. Try making an actually circular curve in Space engineers with voxel blocks and come back to us.. If you see nothing different about how DU handles voxels then I guess you are either visual impaired or not really aware you can in fact pretty much free form voxels..
  7. This is absolutely true. Looking at most, if not all, the great MMO titles out there, they share a common trait.. which is an "on foot" 3rd person camera view. I'm also pretty sure that JC said during the gamescon interview in 2018 that 1st person camera will be coming, just not yet.
  8. PVP needs a lot more work before it can be "released" in full force. Right now, PVP is pretty much "having guns". We need to get countermeasures into the game for one and the damage output of weapons needs at least one major overhaul before IMO it can be considered to be ready for "prime time". I also agree with those wondering why some seem so eager o get access to more defenseless targets instead of seeking out likeminded players, if only to make sure NQ gets the data and examples of what is goodm and what not, about PVP.. I can't escape the feeling NQ will in fact keep the current safezones intact for at least another 6 months, or until v2 of PVP is ready (which I do expect will include countermeasures for space combat like radar lock breaker/jammer tech and possible shields). As it is now, if the pewpew hungry are let loose, they will kill the game in no time by chasing those not interested away because there is no counter mechanics at all and resists are way to generic to really make choices. The result right now would be flying cubes which no one would want. Lets keep in mind this game is not centered around PVP, it is not the premier game mechanic around which everything else is built (as NQ has stated quite clearly several times).
  9. Won't be the first time that a RL friend backstabs in game because "it's a game, not RL" .. Anyway, are you _sure_ you did not abandon the core (by accident) which would have left the base open for salvage as doing so in fact destroys the core. But as suggested, open a ticket (and expect it to take a while to resolve with their current backlog) as NQ will be able to see whether the core was abandoned or destroyed in another way.
  10. I think you missed the point of the OP somehow.. It's OK though.. NQ has a tendency to go for the easy option without really considering gameplay impact. While during Alpha that was fine, not that they released the game and are charging subs, they really can't do that anymore IMO. There are very simple solutions which would yield the same result like not just looking at a target time for a batch and adjusting the batch size to match that (what seems to be happening atm) which may be an easy database query but as we now see has quite an impact on gameplay. If they'd instead (for mostly the voxel material manufacturing) increase the runtime for the same 10m3 batch to say 2 minutes I'd have no issue with it at all as a temporary measure. But that would take a bit more time to set up and NQ seems to pretty much shove anything under the "quick and dirty as we have soo much to do" and the problem with that is that they create so much technical debt doing so it will bit them back in a while when all these small things turn into a massive spaghetti of needed fixes/corrections. It really feels like there is no proper project management going on and decisions are mostly made on a "sounds good.. do it" ad-hoc basis.
  11. @CptLoRes This is true but the point is that while it is understandable NQ needs to reduce load on the backend currently, massively increasing minimal batch size to get to a longer production time is putting the cart before the horse. The argument is that NQ went for the quick fix and simply applied a formula to the tables to get to a (minimal) time needed for the batch and disregarding the effect from it for things like voxel material production. Now that they have further extended this time by doing another run while they now do/should know what the effect is AND not telling anyone about it at all can only mean they know but do not care for or consider the experience for the players. This has now pretty much removed voxel material production form the already very shallow gameloop.
  12. If NQ sets voxel material to need more time to craft (I actually found the existing time to be way too short) I'd not have any issue with than, even if they set it to 5 minutes per 10m3 for now. I completely understand and see the need to release stress from the backend to try and find a way to fix performance but the way it is done now is counter productive on the other side. Right now, mining > industry really is the only real game loop that works well and the markets are mostly empty because the large manufacturing orgs keep their production in house so the market shelves stay empty. NQ has overall set up the game in a way that allows larger orgs to be self sufficient. If larger orgs could set up markets of their own this might change quicker but NQ choose to push out player markets well into the future still.
  13. It could be you used a different email address when backing as you do here since your forum title does not reflect you are an iron founder. I'd suggest you log a ticket with NQ at support.dualthegame.com
  14. No.. just .. no... Sanctuary moon is "creative mode" enough. DU is not a no effort needed game.
  15. I appreciate the gesture but in return I'd suggest actually reading the context of the initial post against the patch note as the latter has no relation to the point raised at all. The patch note is about the batch size not showing correctly before pressing start, it means nothing regarding the batch sizes themselves (besides maybe that NQ is not using the same data table for the UI display and the actual batch size which is kind of a small red flag in and of itself).
  16. Another workaround is to remove the seat/cockpit/ECO (any item able to control the construct) and blueprint the construct without them, hen put then back.. You can now manually put them on when you spawn the blueprint. But this needs to be fixed sooner rather than later. I would not consider this a minor issue as it affects new players quite seriously and causes confusion as well as unneeded pressure on the support team.
  17. Says who? It is certainly possible this is a temporary fix and it is certainly possible it is because NQ is collecting data on how this impacts backend load in the hopes of finding a solution to the issues they are having with keeping the backend up and running. It is also possible NQ is doing this to make the problem go away so they can consider this resolved and move on. Or it is possible NQ is deliberately making crafting some stuff so cumbersome and expensive it drives people to the markets which is what they wanted to see happen from the start. That they need to make batch runs longer to lower the backend load as it falls over otherwise I can absolutely understand. Doing it by forcing players to craft 3000% of the original amount to build a basic ship is really not, the correct change here is making the crafting of the existing batches longer. Same effect, less impactful to players. But then, that would require going through the data table and adjusting the numbers specifically instead of running a simple script to just increase batch sizes to hit a certain crafting time and ignoring the impact this has on gameplay. Detailing ships just became pretty much unworkable.. Unless you want to resort to very basic bland nanopack craftable voxel material. The changes they are now making are OK when you are in closed alpha/beta but not when you are running a released live service game. And yes, I'd consider a game released once you start charging money to play, no matter what development stage it is in. Problem is, we do not know as NQ is completely silent on this whichever way they are going. Their communication is severely lacking in this regard, not that that is anything new. Making changes like this without even mentioning it is really not good, they should start posting patch notes for server side changes as well which they have not done so far really.
  18. They mad the batches even bigger, some by more than 80%. At this point they pretty much removed some parts of industry from being viable unless you are solely going for mass production of these parts.. And they choose the one thing everyone needs to do it.. Voxel materials.. Batch sizes went up 2500-3000% !!
  19. NQ-Please .. Why are you nerfing industry out of existence with even further batch increases. The one gameplay mechanic people seem to enjoy and you pretty much remove it from general gameplay to keep the backend alive. Player: I need to make 20m3 voxel material for this construct. NQ: That will be a minimum of 250m3 (may be more) so get mining one or more ore veins and be stuck with a massive surplus AND time lost to production.. Or do what we actually want you to do which is travel up and down to markets and buy what you need (and hope it is actually available) Might as well bring back NPC traders for these materials as this is going to reduce the gameplay for so many, it could even cause people to leave the game (for now). While there may be reasons for these changes, NQ needs to COMMUNICATE them in advance, not cold drop them on players and not say a word. Initially they indicated the changes made were actually incorrect, we all thought they meant they were too much, turns out they were not big enough. Not hat I have any hope or illusion NQ cares much as they seem to be more interested in creating the illusion they "fixed" the backend by removing the symptoms and not the cause (as they tend to do).
  20. No one is saying it needs to be easy, what I am saying is that the current presentation of the UI for the cockpit is bad and needs to change as it virtuyally render it unusable as it both limits visibility and has no widgets showing in 3rd person.
  21. The point OP makes here is absolutely valid and NQ should have redesigned the basic UI for the cockpit before beta as in it's current form it is pretty much unusable. I've seen many people take off cockpits and put seats on just because of the really bad basic placement of the widgets and the fact there are none in 3rrd person with a cockpit. Pointing at DIY Lua is absolutely an invalid argument as it is NQ's responsibility to provide a decent experience without the need to go fiddle with Lua which for the cockpit UI is virtually impossible to do anyway without using a programming board. The cockpit element is virtually useless at this stage on the basis of the terrible default widget placement alone.
  22. Calling people names because they call you names is not justifiable. As you freely expose what you said, regardless of what was said to you, any moderator doing his job will respond to that and give you a warning at least. As you then proceed to publicly argue the moderator warning you literally break the TOS for the discord and get a penalty. Discussing a moderator warning/sanction in public is a general nono on any community forum/platform and is explicitly mention as not allowed. All this has nothing to do whatsoever with whatever may have been said to you (or in general) by anyone else, this is about you using abusive language, taking a personal jab at someone else and once warned by a moderator proceed to publicly question that warning. The moderation team acted in an appropriate and measured way following the Discord TOS. What yo should have done is use the Moderatormail bot to report the other person spreading misinformation in the first place. It is what the bot is there for. Now if you want to argue that NQ has never clearly communicated on the presence of the bot and how to use it sure, you have a valid argument there. But then again, the bot is clearly visible and by it's name it should be obvious what the bot is for. Even if you did not know this, you see who the mods are and you see who is online so you can message them or even @moderator in the channel asking for mod to come in.
  23. Not exactly, as a solo player you can have many more, by training the org talents and set up a one man org...
  24. It seems that NQ decided to let someone randomly change number in the industry batches table. There is not relation at all between items used in recipes and batches produces.. Example; Hydraulics are used in 1, 5, 25, 125 or bigger numbers yet the batch is 4, how does that make sense? Voxel material minimum production is 180m3? really NQ?
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